Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
What are the "True Issues" with 5e?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="EzekielRaiden" data-source="post: 9117274" data-attributes="member: 6790260"><p>Er...that's not exactly true now, is it? Making it so the rewards are semi-random, rather than <em>completely</em> unpredictable OR completely predictable, actually motivates people just as well, and sometimes <em>more</em>, because they'll hold out for a benefit if they think it's coming. <a href="https://en.wikipedia.org/wiki/Reinforcement#Intermittent_reinforcement_schedules" target="_blank">Wikipedia: Intermittent Reinforcement Schedules.</a></p><p></p><p></p><p>Whereas for me, I would also do 30 levels. But you start at level 1.</p><p></p><p>All the "you are not an adventurer yet" would be handled by distinct "zero level"/"novice level" rules, which could be theoretically extended, if not totally indefinitely, then to a pretty extreme degree. That way, folks who really really really love the "zero" end of Zero to Hero can stick with it for a really long time, while others can move past it if they wish, and still others (read: most folks) can skip it entirely, as is done in a lot of fantasy fiction.</p><p></p><p></p><p>Conversely, if all people cared about was these major goals, you wouldn't have levels at all, you'd be like Conan. Clearly, we want something in-between. Some folks find the early-level grind, where you're sharply limited in what you can even attempt, to be AWESOME and challenging and invigorating, and get bored when the <em>attempting</em> part isn't what is a challenge. Some folks find the late-game plateau, where you can be pretty confident your <em>attempts</em> will work, but need to put those things together in the right ways to reach a greater goal, to be AWESOME and challenging and invigorating, and get bored when the <em>attempting</em> part is a total slog.</p><p></p><p>Hence, the best way to approach this is to write rules which fully support <em>both things</em>. Zero-level or "Novice" rules that allow those who want to spool out the "learn how to even <em>attempt</em> to do things" phase. 1st-level rules that make quite competent, but not yet diverse or truly "powerful" characters yet. And high-end/"epic" rules that truly transcend limits and put the focus on things like collateral damage, narrative/personal achievements, and other non-measurable sources of meaning.</p><p></p><p>Instead, we're left with a sprawling mess that forces newbie players who haven't a clue into exactly the same risky, dangerous, lethal levels that are meant to appeal to long-time fans. Exactly the things that should be hooking people on the game require <em>extremely</em> careful, kid-gloves handling to not drive them away. (And, before anyone asks: <em>yes, I have absolutely played in games that drove brand-new players away from 5e permanently.</em>)</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9117274, member: 6790260"] Er...that's not exactly true now, is it? Making it so the rewards are semi-random, rather than [I]completely[/I] unpredictable OR completely predictable, actually motivates people just as well, and sometimes [I]more[/I], because they'll hold out for a benefit if they think it's coming. [URL='https://en.wikipedia.org/wiki/Reinforcement#Intermittent_reinforcement_schedules']Wikipedia: Intermittent Reinforcement Schedules.[/URL] Whereas for me, I would also do 30 levels. But you start at level 1. All the "you are not an adventurer yet" would be handled by distinct "zero level"/"novice level" rules, which could be theoretically extended, if not totally indefinitely, then to a pretty extreme degree. That way, folks who really really really love the "zero" end of Zero to Hero can stick with it for a really long time, while others can move past it if they wish, and still others (read: most folks) can skip it entirely, as is done in a lot of fantasy fiction. Conversely, if all people cared about was these major goals, you wouldn't have levels at all, you'd be like Conan. Clearly, we want something in-between. Some folks find the early-level grind, where you're sharply limited in what you can even attempt, to be AWESOME and challenging and invigorating, and get bored when the [I]attempting[/I] part isn't what is a challenge. Some folks find the late-game plateau, where you can be pretty confident your [I]attempts[/I] will work, but need to put those things together in the right ways to reach a greater goal, to be AWESOME and challenging and invigorating, and get bored when the [I]attempting[/I] part is a total slog. Hence, the best way to approach this is to write rules which fully support [I]both things[/I]. Zero-level or "Novice" rules that allow those who want to spool out the "learn how to even [I]attempt[/I] to do things" phase. 1st-level rules that make quite competent, but not yet diverse or truly "powerful" characters yet. And high-end/"epic" rules that truly transcend limits and put the focus on things like collateral damage, narrative/personal achievements, and other non-measurable sources of meaning. Instead, we're left with a sprawling mess that forces newbie players who haven't a clue into exactly the same risky, dangerous, lethal levels that are meant to appeal to long-time fans. Exactly the things that should be hooking people on the game require [I]extremely[/I] careful, kid-gloves handling to not drive them away. (And, before anyone asks: [I]yes, I have absolutely played in games that drove brand-new players away from 5e permanently.[/I]) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
What are the "True Issues" with 5e?
Top